Nomad
A young girl leaps forward through the flames, her shining silver hair illuminating her ochre skin under the light of the fire. She swings her trusted sword quickly in front of her, literally slicing the air in two. Between the torn edges of reality she sees her foe, the cultist, fall flat with a bleeding wound across his chest.
An old elven man stands at the precipice of an enormously tall cliff, his cracked spectacles sitting low on his withered nose. He stares out into the distance, a bright and beautiful wilderness of verdant green mountains and valleys, accented by two massive floating islands of stone. He chuckles to himself, only slightly, before his view is obstructed by a flash of light and a disk of swirling colors opens up before him.
Nomads are planar travelers, hunters, trackers, vagabonds, and explorers. They are experts in the traversal of the planes whose wanderlust is never satisfied and whose Journey is unending.
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An Unending Journey
The life of a nomad is one of discovery and adventure, chasing a concept known as The Journey. This is the final goal of most nomads, a goal of experiencing every facet of existence. Nomads travel in pursuit of all of the things that will occur to them along the way, absorbing and enjoying all life's experiences.
Some choose to organize and take up large parties, traversing the planes together in search of interpersonal experiences. Others enjoy the solitude of a personal Journey, opting to explore the infinite possibilities of the cosmos alone.
Nomads generally have a hard time settling down in any one place for too long, even when their years have nearly finished. Ending The Journey before they pass on simply never occurs to most, such is the ambition of the nomad.
A Peculiar Attraction
Those who travel the planes find themselves drawn to certain aspects of one or another. With time and distance this attraction, or link, grows to influence the nomad in ways they may not understand, or even want. This link draws on an aspect deep inside a person and binds it to the plane, a permanent manifestation of otherworldly power.
Those who research it have theorized that a force similar to tectonic shifts in the earth occurs between the planes, generating powerful magic. This magic has something similar to a sentience, and can "see" the creatures it affects. In this way the nomads often see themselves of minor patrons of some eldritch existence, though not all believe this story.
The link a nomad forms may be a tangible choice they make, such as reveling in the holy majesty of a plane of light after worshipping the gods of good for years. This is not always the case however; some nomads with truly lawful and good hearts find themselves linked to a plane of chaos or darkness, and vice-versa.
The Nomad
Level | Proficiency Bonus | Features | Arts Known | Art Uses | Far Strike Range |
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1st | +2 | Far Strike, Portal Arts | 2 | 1 | 10 |
2nd | +2 | Weapon Art, Traveler's Sense | 2 | 1 | 10 |
3rd | +2 | Planar Link | 2 | 1 | 10 |
4th | +2 | Ability Score Increase | 3 | 1 | 10 |
5th | +3 | Extra Attack | 3 | 1 | 10 |
6th | +3 | Falling Dodge | 3 | 2 | 15 |
7th | +3 | Planar Link Feature | 3 | 2 | 15 |
8th | +3 | Ability Score Increase | 4 | 2 | 15 |
9th | +4 | Planar Travel | 4 | 2 | 15 |
10th | +4 | Planar Link Feature | 4 | 2 | 15 |
11th | +4 | Magical Strikes | 4 | 3 | 20 |
12th | +4 | Ability Score Increase | 4 | 3 | 20 |
13th | +5 | Falling Dodge (two uses) | 4 | 3 | 20 |
14th | +5 | Improved Planar Travel | 5 | 3 | 20 |
15th | +5 | Planar Link Feature | 5 | 3 | 20 |
16th | +5 | Ability Score Increase | 5 | 3 | 20 |
17th | +6 | Falling Dodge (three uses) | 5 | 4 | 25 |
18th | +6 | Ability Score Increase | 5 | 4 | 25 |
19th | +6 | Astral Rejuvenation | 5 | 4 | 25 |
20th | +6 | Masterful Portals | 5 | 5 | 30 |
Creating a Nomad
In the creation of your nomad character, consider what made them take up The Journey in the first place, and why they continue in their quest. Did your father or mother bring you along on their travels? Did you hear of some fantastical tale of planes far away? Or did you simply become bored with the mundae triviality of the material?
What did you do on your Journey? Was it a perilous dash through Pandemonium and the Nine Hells? Was it a calm stroll through Bytopia that made you rethink your motivations? Could it even have been a whirlwind romp through the most renowned taverns of the outer planes?
How has your planar link affected you? Maybe you found yourself linked to a hideous plane of evil despite your cloistered youth, and it has drawn out dark thoughts that you had once forgotten? Or did you truly connect with your plane and have often fought yourself on whether to remain there, only to leave it behind? Or possibly your dark and rough past was shown in a new light when you discovered your connection to a nature plane?
The great variety of planes and nomads means that they can fall into any alignment or planar link, though most who have seen extremes of both good and evil or law and chaos prefer to remain neutral.
Quick Build
You can make a nomad quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the outlander background.
Class Features
As a nomad, you gain the following class features
Hit Points
- Hit Dice: 1d8 per nomad level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per nomad level after 1st
Proficiencies
- Armor: Light armor, medium armor
- Weapons: Simple weapons, martial weapons
- Tools: Cartographer's tools
- Saving Throws: Dexterity, Charisma
- Skills: Choose two skills from acrobatics, arcana, history, nature, perception, and survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scalemail or (b) leather armor
- (a) a rapier or (b) longsword
- (a) 2 daggers or (b) any simple or martial weapon
- (a) an explorer's pack or (b) dungeoneer's pack
Far Strike
Portals are the stock in trade of Nomads and you have mastered the basic techniques for using minor portals to enhance your combat abilities. At 1st level when you make an attack with a melee weapon that lacks both the reach and two-handed properties, the reach of your weapon increases to 10 feet as you conjure a short range portal through which your weapon passes as you swing it. This technique requires one of your hands to be free to create the portal.
The range of your portals increases according to the "Far Strike Range" column of the Nomad Table
Portal Arts
At 1st level your link to planar energies gives you access to a number of special techniques called portal arts. You learn two portal arts of your choice. Your Portal Arts are detailed at the end of this class description. You learn additional portal arts as shown in the "Arts Known" column of the nomad table. Additionally, when you gain a level in this class, you can choose one of the arts you know and replace it with another art that you are capable of using.
Portal Arts can be used in place of one of your melee weapon attacks on your turn unless otherwise stated. You have a number of uses of your Portal Arts that is dependent on your level, as shown in the "Art Uses" column of the nomad table. You regain all expended uses when you finish a short or long rest.
Your Portal Arts are dependent upon your Charisma, your force of will, which is used to harness the power generated by the "tectonics" of the planes to create portals. This ability allows you "demand" that a portal be opened with your will, and as you develop your willpower, so too do your portals improve. If a portal art requires a saving throw, your Portal Art save DC is calculated as follows:
Portal Art save DC = 8 + your proficiency bonus + your Charisma modifier
Weapon Art
At 2nd level, you have trained and traveled with a specific style of weapon for vast amounts of time, developing your skills around its use. Choose one of the following options:
Bowstriker
You have learned to utilize your Far Strike ability with fast-moving arrows and bolts, extending the normal and long ranges of your bow and crossbow attacks by four times your Far Strike range.
Steadystriker
When you are wielding a melee weapon in one hand and no other weapons, you can use your free hand to steady your portal and more carefully aim your attack. As a bonus action on your turn, you can grant yourself a +2 bonus to your next Far Strike attack roll this turn.
Greatstriker
You have developed a technique for creating portals large enough for more cumbersome weapons. You can wield weapons with the versatile property with both hands while using your Far Strike ability.
Traveler's Sense
You are an experienced traveler, regardless of the plane. At 2nd level, you gain the following benefits:
- You always know which way is north
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- You can accurately judge the distance between yourself and any other point that you can see without the need for a map or scale.
Planar Link
Nomads are travelers, and often they traverse all manner of planes and demiplanes in their lives. Much like travelers of the material, though, they always hold within their hearts some link to a certain plane. At 3rd level, you have matured in your travels enough to have established a link, and choose a plane to associate with. There are obviously a great many planes in the multiverse, but they normally fall into one of four categories: Chaos, Darkness, Light, or Nature, each of which is detailed at the end of this class description.
Your Planar Link grants you features at 3rd level, and again at 7th, 10th, and 14th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Falling Dodge
When you reach 6th level, you learn to slip away from danger through a quick portal under your feet. As a reaction When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can choose to succeed on the save before rolling it, and teleport to an unoccupied space you can see within your Far Strike range. This feature does not negate any of the effects of a successful save. Once you use this feature, you can’t use it again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level, and three times between long rests starting at 17th level.
Planar Travel
At 9th level, you no longer have to search for portals to travel between planes. As an action on your turn you can expend one use of your Portal Arts to establish an interplanar link. You open a swirling, scintillating portal to a location on a plane that you have been to before and remember in an unoccupied space within 5 feet of you. The destination of the portal must be on a plane that you are not currently on, and it is clearly visible through the portal once it is created.
The portal remains open for 1 minute, and will accept up to 4 willing creatures of Medium size or smaller, including yourself, before closing. You can also close the portal as a bonus action on your turn. An unwilling creature simply passes through the portal as if it were a mist.
Once you use this feature to send any number of creatures to any plane, you can’t use it again until you finish a long rest.
Magical Strikes
At 11th level, you learn to enchant your weapons by surging them through certain planes when using your minor portals. Any weapon you use with your Far Strike feature counts as a magic weapon with a +1 bonus to its attack and damage rolls, unless it is already a magic weapon.
Additionally, you can choose to change the damage type of any Far Strike attack to be cold, fire, force, or poison damage as part of the same action.
Improved Planar Travel
At 14th level, you become more adept at creating planar portals. When you use your Planar Travel feature, you can use it again after finishing a short or long rest. Additionally, the portal can accept up to 6 creatures before closing.
Astral Rejuvenation
By 19th level, your strength of will can be extended beyond its normal bounds. When you roll initiative and have no uses of your Planar Arts remaining, you regain one use.
Masterful Portals
At 20th level, your skill for creating portals becomes masterful. You gain a fifth use of your Portal Arts, and the range of your Far Strike increases to 30 feet.
Additionally, you can use your Planar Travel feature to establish a permanent portal. With 4 hours of work and 400 gp in materials, you can create a magical frame to stabilize a portal meant for Medium or smaller creatures. With double the time and cost you can create a frame for Large and smaller creatures. You must create one of these frames at both sides of the permanent portal.
You can then use your Planar Travel feature to create the portal within these frames, which expands to fit them if necessary. This portal will stay open as long as its frame remains intact, if a frame is destroyed, both portals close. Any creature that can fit within a portal travels through it when they come into contact with it. You can have up to 3 permanent portals active simultaneously at any given time.
Practice care in your use of permanent portals as if they are discovered by denizens of another plane, such as the demons of the Abyss, they may be a source for devastating consequences.
Planar Links
Scattered as they may be, even nomads share certain sensibilities through their tendencies. A nomad seeks to see as much of the multiverse as they can, but most would agree that they felt a special connection to one in particular. The multiverse has a way of making that connection tangible, especially to one who regularly transition between planes.
Chaos
You have found yourself drawn to a plane of pure chaos, one whose very structure is as wild and volatile as its demonic inhabitants. You might have been drawn in by the Abyss' delightful disdain for uniformity and law, or maybe just for the beautifully endless scenery of Limbo, an infinite void of chaotic masses colliding and transforming. Even so, within this unending chaos, you are at home.
Demonology
Demonic societies in the planes of chaos are unstructured and difficult to discern, but you have gathered a sizable knowledge of the creatures themselves. At 3rd level when you choose this link, you learn to speak, read, and write abyssal, and you have advantage on ability checks made to remember details about demons, such as their type, where they generally reside on your plane, and any damage resistances they have. Additionally, you have advantage on checks made to remember details about your plane.
Demonic Anatomy
At 3rd level when you choose this link, Your connection to the planes of demons has changed your physical form. Your teeth grow sharp, curved horns sprout from your head or your hands grow to be gruesome claws. Whatever the case, you gain a natural weapon that deals 1d8 bludgeoning, piercing, or slashing damage (as appropriate for the weapon). These weapons can be used with your Far Strike feature.
Creature of Chaos
Your journeys among the planes of chaos and the demons within have granted you certain abilities. At 7th level you choose one of the demon princes that have influenced your experience, gaining benefits based on that prince.
- Baphomet. Baphomet's perfect memory is surprisingly attainable. You can perfectly recall any path you have traveled, and can't become lost except by magical means.
- Demogorgon. Demogorgon's beastly senses are not solely a result of his twin heads, and you know his methods. You have advantage on Wisdom (Perception) checks that rely on your eyes and nose.
- Juiblex. You have studied the faceless lord's form and learned to traverse small places yourself. You can move through a space as narrow as 1 foot wide without squeezing.
Creature of Chaos Improvement
By 10th level, your affinity for the planes of chaos grows, as does your understanding of their powers. You gain one of the following benefits based on your previous choice.
- Baphomet. You learn to imitate the horrifying howl of Baphomet by opening a special portal to the Abyss that lets out frightening sounds of malice and contempt. As an action on your turn you force all creatures within 30 feet of you that can hear you to make a Wisdom saving throw against your Portal Arts DC. On a failed save the target is frightened of you until the end of your next turn. Once you use this feature you can't use it again until you finish a long rest.
- Demogorgon. You learn to imitate the effects of Demogorgon's powerful gaze with the use of small portals in front of your eyes, leading to a particularly maddening corner of the Abyss. As an action on your turn, you can force a creature that can see you within 60 feet to make a Wisdom saving throw against your Portal Arts save DC. On a failed save, the creature suffers the effects of the confusion spell. You must concentrate on this effect like a spell. Once you use this feature you can't use it again until you finish a long rest.
- Juiblex. You learn to imitate an ooze's sticky climbing ability as a number of small portals open to the slime pits of the Abyss just above your skin. As an action on your turn, your flesh develops a sticky ooze-like layer that allows you to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Once you use this feature you can't use it again until you finish a long rest.
Planar Collision
At 14th level, your link to the chaotic plane is such that you can feel the movement of Limbo within you even while you are away. As an action on your turn, you can spend one use of your Portal Arts to open a large portal above you, hurling forth one of the massive floating masses of Limbo. The mass impacts a point you can see within 200 feet of you, causing all creatures within a 20-foot radius sphere to make a Dexterity saving throw against your Portal Arts save DC. A creature takes 10d10 bludgeoning damage on a failed save, or half as much on a successful one.
Once you use this feature you can't use it again until you finish a long rest.
Other Planes
If you don't feel that the planar archetypes presented here fit your character, story, or world, you are encouraged to work with your DM to create your own class options. The 3rd level features of your archetype should grant a ribbon social or information-related benefit, and some identifying mechanical benefit. Subsequent features should generally focus on becoming more like the inhabitants of your plane. Try to think of abilities or effects that are unique to your plane and its inhabitants, such as the Devil's Sight ability included in the Plane of Darkness archetype.
Darkness
The plane you are linked to is one of Law and Evil. The largest of these planes is of course the Nine Hells, ruled over by the devils. Maybe the pure evil of these planes attracted your spirit, or maybe it was the painstaking detail and organization of this infernal place. Whatever the case, you feel at home in these dark corners of the multiverse.
Infernal Society
You vividly remember and understand the strict customs and cultural rules of devil society on your plane. At 3rd level, when you choose this link, you learn to speak, read, and write infernal, and you have advantage on ability checks made to interact socially with devils, such as negotiating deals. Additionally, you have advantage on checks made to remember details about your plane.
Devil's Sight
At 3rd level when you choose this link, some of the devilish power of your plane has rubbed off on you. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Cloak of Darkness
At 7th level, you have knowledge of the powers of darkness, and can use them to obscure yourself. You can use an action on your turn to spend one use of your portal arts to open a portal to the darkest reaches of the nine hells, shedding a cloudy darkness all around you in a 10-foot radius aura that follows you. This darkness persists for up to one hour, or until you dismiss it as a bonus action on your turn.
Once you use this feature, you can't use it again until you finish a short or long rest
Devilish Form
At 10th level, you gain a physical mutation to your form. Choose one of the following options:
- Forked Tongue. Your tongue becomes long and forked, and your words become laced with magic. If you speak to a creature for more than 1 minute, you can cast the charm person spell on them using Charisma as your spellcasting ability. A creature targeted by this effect is immune to it for the next 24 hours.
- Curved Horns. You grow large, strong, goat-like horns upon your head. You can use these horns as natural weapons that deal 1d8 bludgeoning damage. Additionally, you gain advantage on all Charisma (intimidation) checks.
- Dexterous Tail. You grow a strong and dexterous pointed tail. You can hold small objects (weighing 10 lbs or less) such as keys, tools, or trinkets with your tail, but it's not strong enough to swing weapons effectively. While your tail is not holding anything, you can interact with an object within 5 feet of you, or equip or stow a shield or weapon as a bonus action. Additionally, you have advantage on all Dexterity (Sleight of Hand) checks made using your tail.
Hellish Servitude
By 14th level, you have a broad knowledge of devils, the nine hells, and your plane, including a scarce few secrets not meant for mortals. You know the true name of up to two imps, or one spined devil. They are bound to serve you and will follow your commands as long as you continue to know their names. In combat they obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend you and themselves from hostile creatures, but otherwise take no actions.
These devils have their own personalities, wills, and motivations and are not required to enjoy this servitude, though imps are generally not opposed to it.
If one or all of your servants die or are otherwise lost, you can spend one week per servant on your linked plane, or in one of the nine hells, seeking the true name of another fiend of the same type and binding it to your service.
Light
You are aligned with a plane of holy light and unshakable law, such as the Seven Heavens of Mount Celestia. Many celestials reside in established society upon these planes, blanketing them in holy light. Maybe you were drawn to the home plane of a deity you worship, or maybe it was the rigid, lawful idealism. Some find the idyllic atmosphere of these planes unbearable, but within them you are at home.
Angelic Culture
Your time amongst the archons and angels of Mount Celestia and the lawful planes has given you a strong understanding of angelic cultures. At 3rd level, when you choose this link, you learn to speak, read, and write celestial, and you have advantage on ability checks made to interact socially with celestials. Additionally, you have advantage on checks made to remember details about your plane.
Divine Sense
At 3rd level when you choose this link, you have some knowledge of divinity garnered from the planetars and solars of your plane. You always know if a creature is lying to you. If the creature truly believes that it is telling the truth, you know only that it is being truthful to you, but cannot discern whether what it says is correct.
Holy Light
At 7th level, You learn of a particularly blessed place upon your plane, and can open a portal to it to empower your allies with holy energy. As an action on your turn, you can expend one use of your Portal Arts to open a small, circular, golden portal to this blessed place above your head, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. The portal remains open for up to 1 minute, or until you close it as a bonus action.
While this portal is open, you can use your reaction when a creature within 20 feet of you takes damage of any kind to restore hit points to it equal to your level.
Once you use this feature, you can't use it again until you finish a short or long rest
Angelic Wings
At 10th level, you gain the ability to manifest a pair of angelic bird's wings from your back, gaining a flying speed of 20 feet. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Purifying Light
At 14th level, when you use your Holy Light feature, it can remain active for up to 10 mintues. Additionally, while it is active, your weapons become enchanted by divine light as long as they are in your hands. When you make a successful weapon attack on your turn, you can expend your reaction for this round to cause that attack to deal an additional 3d8 radiant damage.
Nature
You have become linked to a plane of nature, such as the Feywild or the Beastlands. The magical wonder of these planes draws the interest of many travelers, as does the wild and free atmosphere. The flora and fauna of your plane welcomes you, and you feel at home in nature's embrace.
Courtly Etiquette
You have mingled with the natural and magical creatures of your plane and learned their ways, from the fickle faerie courts to the wild plains of the Beastlands. At 3rd level, when you choose this link, you learn to speak, read, and write sylvan, and you have advantage on ability checks made to interact socially with fey and faerie. Additionally, you have advantage on checks made to remember details about your plane.
Magical Arts
Your time among fey and the creatures of nature has taught you a few magical tricks. At 3rd level, when you choose this link, you learn one cantrip from the druid spell list. Additionally, you choose one druid spell of 1st level. You can expend one use of your portal arts to cast that spell at its lowest level. Charisma is your spellcasting ability for this spell.
When you reach 7th level, you learn an additional spell, and you can learn spells up to 2nd level, and at 14th level, you one final spell, and you can learn spells up to 3rd level. Whenever you gain a level in this class, you can choose to replace one spell or cantrip you know with another one.
Faerie Form
At 7th level, you gain the ability to magically shrink down to the form of a pixie. As an action on your turn, you can expend one use of your Portal Arts to reduce your size, becoming Tiny, along with any equipment you are wearing. While in this form, You gain the following effects:
- Your gain a +4 bonus to your AC
- You have advantage on Dexterity saving throws.
- All attacks you make have their damage reduced by 1d6.
- You have disadvantage on Strength checks and Strength saving throws
You can remain in this form for up to 10 minutes or until you fall to 0 hit points or grow to normal size as a bonus action. If you attempt to grow to your true form in an area where you would not normally fit, You emerge in the nearest appropriate and unoccupied space and take 2d10 bludgeoning damage
Beast Sense
By 10th level, your senses sharpen to rival those of a beast. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on your sight, smell, or hearing.
Tree Stride
At 14th level, you learn of a special form of natural portal that permeates most planes. On your turn, you can use 10 feet of your movement to step magically into one living tree you can touch, emerging from a second living tree within 30 ft. of the first tree in an unoccupied space within 5 ft. of the second tree. Both trees must be Large or bigger.
Alternatively, you can augment this effect with your portal arts. If you expend one use of your Portal Arts as a bonus action on your turn, when you step within the tree you instantly know the location of all other similar trees within 500 feet and can emerge from any one of those instead.
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Planes of the Great Wheel
Plane Name Alignment Link Type Mechanus LN Light Arcadia LN/LG Light Mount Celestia LG Light Bytopia LG,NG Light Elyseum NG Light Beastlands NG/CG Nature Arborea CG Nature Ysgard CG/CN Nature Limbo CN Chaos Pandemonium CN/CE Chaos Abyss CE Chaos Carceri CE/NE Chaos Hades NE Darkness Gehenna NE/LE Darkness Nine Hells LE Darkness Acheron LE/LN Darkness
Portal Arts
Banishing Bash
Prerequisite: 6th level or higher
When you use an attack action to shove a creature on your turn, and succeed in shoving it, you can expend a use of your Portal Arts to open a portal behind it, pushing the creature through. The target must succeed on a Charisma saving throw or be sent through the portal. This portal inherently opens to the creature's home plane if the target is native to a different plane of existence than the one you're on. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated.
The target remains on whichever plane it was sent to for 1 minute before reappearing in the space it left or in the nearest unoccupied space if that space is occupied.
Blink Strike
When you hit a creature with a melee attack as part of your Far Strike feature, you can use your bonus action to jump through the portal created around your weapon, emerging in an unoccupied space within 5 feet of the target of the attack.
Chaos Magic
Prerequisite: Chaos Plane, 11th level or higher
As an action on your turn, you summon chaotic power, opening a random portal to expel a magical effect. Choose a point you can see within 100 feet of you and roll on the table below to determine what effect occurs:
Chaos Magic Effect
d10 | Effect |
---|---|
1 | No effect |
2 | You cast the fireball spell at 3rd level, centered on the point you chose. |
3 | You cast the chaos bolt spell at 2nd level at the point you chose. If there is no target at that point, the spell targets the next closest creature and makes its spell attack roll at disadvantage. |
4 | You cast the enlarge/reduce spell using its reduce effect on the point you chose. If there is no target at that point, the spell fails |
5 | You cast the lightning bolt spell at 3rd level in a straight line between you and the point you chose. |
6 | You cast the enlarge/reduce spell using its enlarge effect on the point you chose. If there is no target at that point, the spell fails |
7 | You cast the invisibility spell on the point you chose. If there is no target at that point, the spell fails. |
8 | You cast the zone of truth spell centered on the point you chose. |
9 | you cast the sleet storm spell centered on the point you chose. |
10 | Roll on this table twice more. Both effects activate simultaneously. If one of these rolls lands on 10, ignore that result and roll again. |
Distant Grip
As an action on your turn, you can create a particularly stable portal within your Far Strike range and thrust your arm through it, attempting to grapple the target on the other end as if you were adjacent to it. If you successfully grapple the target, you can continue to hold it for up to one minute, or until you move within 5 feet of the target.
While grappling, you can use your action to attempt to pull the target through your portal. Make a Strength(athletics) roll contested by the target's athletics. If you win this contest, the target emerges in an unoccupied space adjacent to you, closing the portal.
If the target is forced to move more than 5 feet in any direction before you pull them to you, this effect ends and the target is no longer grappled.
Elemental Air
As an action on your turn you can open a 2-foot diameter portal to the Elemental Plane of Air at a point you can see within your Far Strike range. A powerful gust of wind flows out of the portal in a 15-foot cone in front of it. Creatures within this cone must succeed on a Strength saving throw or be pushed up to 15 feet away from the portal.
The distance a creature can be pushed increases by 15 feet when you reach 6th level (30 feet) and 11th level (45 feet).
Elemental Earth
As an action on your turn, you can open a large, 10-foot radius portal to the Elemental Plane of Earth parallel to the ground, centered on a point you can see within your Far Strike range. The jagged, shifting ground in this area is considered magically difficult terrain. This terrain persists for 1 minute or until you close the portal as a bonus action on your turn.
The radius of this effect increases by 5 feet when you reach 6th level (15 feet) and 11th level (20 feet).
Elemental Fire
As an action on your turn, you can open a large, 10-foot radius portal to the Elemental Plane of Fire parallel the ground, centered on a point you can see within your Far Strike range. The ground in this area is engulfed in flames. Any creature that enters the area for the first time on its turn or starts its turn within the portal's area takes 1d6 fire damage. This terrain persists for 1 minute or until you close the portal as a bonus action on your turn.
The radius and damage of this effect increases by 5 feet and 1d6 respectively when you reach 6th level (15 feet and 2d6) and 11th level (20 feet and 3d6).
Elemental Water
As an action on your turn you can open a 2-foot diameter portal to the Elemental Plane of Water at a point you can see within your Far Strike range. This portal expels a powerful burst of water, up to 10 gallons. If this portal is created in the same space as a creature, that creature must succeed on a Strength saving throw or be forced prone by the weight of the water.
The amount of water created increases by 10 gallons when you reach 6th level (20 gal.) and 11th level (30 gal.).
Ether Strike
When you make a melee weapon attack as part of your Far Strike feature, you send your weapon careening through the ethereal plane on its way toward the target. All creatures in a straight line between you and your target must succeed on a Wisdom saving throw or take force damage equal to your Charisma modifier as the weapon tumbles through their ethereal souls.
This damage increases to double your Charisma modifier when you reach 6th level, and triple your Charisma modifier when you reach 11th level.
Fey Strike
Prerequisite: Nature Plane
When you make a melee weapon attack as part of your Far Strike feature, you throw your weapon through an enchanted grove of the Feywild on its way to your target. A target hit by this attack must succeed on a Wisdom saving throw or be charmed by you until the beginning of your next turn. A creature charmed in this way regards you and your allies as good friends who are to be protected.
Flurry Strike
Prerequisite: 11th level or higher
You create a special portal with multiple exits, splitting anything that flows through it. When you make a melee weapon attack as part of your Far Strike feature, you can use a bonus action to target a second creature within your range with the same attack roll.
If you have the Bowstriker Weapon Art, you can also use this ability with a ranged weapon.
Grasping Hands
You open a 3-foot diameter portal in an unoccupied space within your Far Strike range, out of which reach several ethereal hands. All Large or smaller creatures that move within 5 feet of the portal must succeed on a Strength saving throw or become grappled by the hands until the beginning of their next turn. The portal remains for up to 1 minute before closing and releasing its targets.
Infernal Flame
Prerequisite: Darkness Plane, 11th level or higher
When you make a melee weapon attack as part of your Far Strike feature, you can drag the weapon through the Nine Hells before delivering its strike to your target. You must decide to use this ability before making the attack. After the attack, whether it is successful or not, all creatures within 15 feet of the target must make a Dexterity saving throw to avoid the explosive wave of flame that follows your weapon out of the portal. A creature takes 6d6 fire damage on a failed save or half as much on a successful one.
Light of the Upper Planes
Prerequisite: Light Plane
You open a small portal to a plane of light at a point within your Far Strike range, shedding bright light in 30-foot a cone in front of it. Creatures within the bright light regain hit points equal to 1d6 + your Charisma modifier. If the creature is undead, they instead take this amount in radiant damage.
This ability's damage and healing increase by 1d6 at 6th level and 11th level
Loop Shot
Prerequisite: Bowstriker Weapon Art
As a bonus action on your turn, you can choose to establish a small portal near a target you can see within your weapon's range. All ranged weapon attacks you make this turn against that target ignore cover and are made with advantage.
Portal Push
Whenever you would force another creature to move, you can choose to expend a use of your portal arts to extend the maximum distance of that forced movement by an amount equal to your Far Strike range.
Portway
Prerequisite: 11th level or higher
You expend a use of your Portal Arts to cast passwall as a 5th level spell without the need for material components.
Redirection Shield
Prerequisite: Steadystriker Weapon Art
As a bonus action on your turn, you can create a shield-sized portal upon your arm that persists for up to 1 minute. You must have one hand free to use this ability.
When you are targeted by an unsuccessful melee weapon attack, you can use your reaction to open a portal before you and redirect the attack. Choose a creature within your Far Strike range, including your attacker. If the attack roll that targeted you is greater than that creature's AC, it is hit by the attack instead.
Rending Strike
Prerequisite: Greatstriker Weapon Art
You cause a small, sharp portal to follow your weapon's path, cutting into the target. While using a versatile weapon with both hands, you can use a bonus action to cause your next Far Strike melee weapon attack to deal additional magical slashing damage equal to your level.
Shift
As a bonus action on your turn, you temporarily vanish into the ethereal plane. At the start of you next turn you return to the space you vanished from if that space is unoccupied, or in the closest unoccupied space if it is not.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Wormhole
Prerequisite: 11th level or higher
You expend a use of your Portal Arts to cast Arcane Gate as a 6th level spell without the need for material components.
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Nomad v1.7
This version of the Nomad is a work in progress and in need of review.
Art
All uncredited art is from DMsGuild Free Creators Resources and Arcana Games Stock Art Packs.
Background
This is my first attempt in a long while at writing up a full class, and hopefully it turns out well! I recently had the opportunity to try out two interesting homebrew classes in real play: The Companion (by /u/shadowsocks) and The Noble (by/u/impersonater). Both were incredibly interesting to read, but upon starting a character sheet it became clear that they were overly complex and unwieldy. I had ideas on where to improve them, which got me into a class-making mindset and gave me the impulse I needed to finally go back to working on this old idea I had.
The current idea for the class was based around a larger homebrew I'm working on at the moment, but I've thought about this sort of plane-hopping vagabond before, and it seemed like a good fit. The name and uniqueness of the class were difficult though, because of course any adventurer could jump between the planes, and none had powers like these. This led to the development of their lore and the concept of "The Journey" and Planar Links, which help establish that these characters are different in meaningful ways compared to characters like the horizon walker ranger, for example.
The name gave me trouble because while this could just be called "The Planeswalker", that name is overused and draws unwanted comparisons to Magic: The Gathering's idea of planeswalkers. This led to the derivative "Planeseeker" and "Planar Wanderer" names before I thought of the UA Mystic and their portal-based subclass, the Nomad.
The mechanical identity of this class is meant to be similar in some ways to The Warden by /u/Layhnet (a very well made class): a primarily martial class with some magical ability, a sort of inverse of the warlock (a magical class with some martial ability).
I hope you enjoy this portal-hopping class!
/u/SubjectiveSloth
My Other Works:
- Bloodrager and Whirlwind Barbarian Paths
- Spell Rarity System
- Tiefling Subraces for the Lords of the Nine
- Siren and Rusalka monsters
- Thediem, Master of Everything
- The Mechanist subclass for the UA Arteficer
- For Honor subclasses for 5e
- Naeris, The Mythic Dragon Monster
- Tieflings Reimagined
- Trapper Rogue
- Inner Self Monk
- Elemental Barbarian
- Bard College of Doors
- Nomad Class
- Fringe Seeker Rogue
- Way of Balance Monk
- Non-Human Aasimar Variants
- Bard College of Flavor
Recent Changes
Added Traveler's Sense to 2nd level
Added Falling Dodge and improvement
Added Portal Arts:
- Banishing Bash
- Elemental Fire
- Elemental Air
- Redirection Shield
- Flurry Strike
- Portal Push
- Shift
- Rending Strike
- Portway
- Wormhole
- Grasping hands